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Physical Description

Young, blonde male - you'd estimate he's probably somewhere between 17 and 20. He's tall, lean, and wiry. His curly blonde hair is kept short and neat. Somewhat like a younger Neal McDonough, if he had curlier and lighter hair.

As of Hell's Welcoming Party, thinks his name might be Saul. When the party met Alease in the mountains, however, the giant eagle delivered a magical message to the party that implied his name might be Peir (pronounced like "pair"). Since the party has called him Saul for many months and he has no direct evidence of his true name, he is currently sticking with Saul.

After using his memory-restorative, Saul did confirm that his name is, in fact, Peir Sollueur. Since he has spent a considerable amount of time with the party, he has accepted "Saul" as a continued nickname. He also has been slowly remembering details about his patron deity, a sun-god named Perai Sol.

Divine Surge: Use 1 Mythic Power to cast spell w/o using slot; roll results twice (including saves) and take better result

Empathic Healing: Use 1 Mythic Power to transfer 10 dmg/tier to self from touched creature to self

Empathic Cure: Use 2 Mythic Power to transfer disease or poison from touched creature to self; if immune to disease or poison, immediately cured

Faith's Reach: Touch-range spells can be cast at a range of 30'. If normally requires a melee touch attack, use a ranged touch attack instead.

Sustained By Faith: Requires no food, water, or sleep; spend 1 hour in uninterrupted meditation to regain "daily" powers. At 3rd tier or higher, can expend one use of mythic power to not require air for 24 hours.

Mythic Eschew Materials: Cast spells without material components costing less than 10 gp. Expend one use of mythic power to ignore material component up to 50 gp value or 2 uses for material component up to 100 gp value.

Recuperation: At 3rd tier, restored to full HP after 8h rest. Expend use of mythic power and rest 1 hour to regain up to 1/2 HP and any use-per-day-limited class features (reated as 8h rest).

Domain Immunity: Immune to damage or harmful effects from spells on domain spell lists, even ones not high enough level to cast. Can expend one mythic power to turn the spell back on the caster as if using spell turning (as an immediate action).

Mythic Magic: Can learn mythic spells.

Still Spell: Can cast spell at +1 effective spell level without using somatic components.

Mythic Saves: Any saving throws that would be for 1/2 damage become saves to negate.

Cage Enemy: As an immediate action, expend 1 mythic power to hinder opponents until end of next turn. When active, any creature moving out of Saul's threatened squares provokes an AoO from Saul. If the attack hits and deals damage, the movement is interrupted and the creature cannot move that round. Alternatively, expend 1 use of mythic power as part of a charge. If this hits, the target cannot move until the beginning of Saul's next turn.

Impervious Body: Gain DR 5/epic.

Mythic Blindfight: Expend 1 mythic power to ignore all concealment for number of rounds equal to tier.

Enduring Blessing: When casting a spell with a base time of 10 min/level, duration is extended to 24 hours.

Mythic Maximize Spell: When casting a maximized spell, all random numeric values are multiplied by 1.5. For example, a 10d6 fireball, maximized, would do 60 damage; a mythic maximized one would do 90 damage.

Hand of Mercy: Can expend a "person's" worth of lay on hands to cure an affliction on one creature. Choose one of the following conditions each use: dazed, fatigued, shaken, sickened, staggered, cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions. Can use this ability to attempt to fight off undesired taint.

Shield

Since the death of Iealdith, Saul's shield has been acting slightly strange. He has noticed that his shield feels odd. He inspected it quietly using detect magic while the party was otherwise occupied in camp one night and determined that it is somehow now enchanted.

Known powers:

Acts as a shield +4.

Gains power of aversion. Upon command, those gazing on the shield must make a Will save, DC 13 + tier, or will not approach within 30'. The power lasts 3 * tier rounds and can be activated 3/day.

All allies within 30' gain a +2 morale bonus to saving throws.

The shield maintains its brilliant, gleaming cleanliness no matter what. The wielder gains a +2 competence bonus on Diplomacy checks.

The wielder gains damage absorption 15/round against fire and 10/round against other elemental damage (cold, shock, sonic, and acid).

1/day, the wielder can cause the shield's surface to roil and gleam for 5 rounds. During that time, ranged attacks against the wielder must roll against a 20% miss chance. If this causes the attacker to miss, the attacker must roll against himself as the projectile is deflected back towards him.

3/day, the wielder can polymorph into a golden eagle or a silver porpoise and back to human form again.

The wielder can invoke Lesser Globe of Invulnerability 1/day.

Morningstar

When Saul patted the giant eagle Alease in the mountains after Iealdith's death, he felt a strong shock and an even stronger sense of momentary vertigo. He believes no one in the party noticed, and he has not mentioned it. Since that time, though, he has felt that his morningstar is… somehow different. He inspected it quietly using detect magic while the party was otherwise occupied in camp one night and determined that it is somehow now magical as well. While it still appears to the undiscerning eye to be a very simple and basic morningstar, it apparently is something more.

Known powers:

Acts as a morningstar +4.

Against certain foes, reason unknown, the morningstar does an additional +4 damage.

The morningstar can glow per the daylight spell for up to 30 minutes per day. This is command-word activated. This provides 60' of bright light and can counter magical spells of lv 3 or lower (such as darkness).

The morningstar gains the power of flaming, granting +1d8 fire damage per hit. This is command-word activated.

Once per day, if the wielder is knocked below 0 HP but is not killed, the morningstar will immediately heal the wielder of 2d8+8 HP.

Can 2/day cast true strike on any ally within 30'.

3/day while flaming, the morningstar can fling a ball of fire per far-flying flame as a lv 5 caster.

The caster can, as a simple action, invoke flame strike 3/day as a caster of his level.

The morningstar gains the energy surge power; 1 + Con bonus times per day, the wielder can increase the flaming damage to 3 dice of the appropriate type.

A successful attack requires that the target roll a Will save, DC equal to double the damage dealt, or be unable to use any extradimensional travel powers for 10 minutes. This power can be used 3/day.

Plate Armor

This armor is masterwork mithril full plate of nimbleness crafted by Darias. It has no enchantments but is functionally a +2-equivalent suit of armor (+1 craft-based enhancement bonus and the Nimbleness property).

Darias, soon after arriving in Sundtar Agamm and finding a suitable forge for the finishing work, presents the completed armor to Saul , with the rest of the group present if they so choose to be. The armor shines like polished silver in the sunlight, making it dazzling to the point of almost being painful to look at.

The entire suit of full plate is made of bright steel (mithril). It looks (to Aida) vaguely similar to the Stormwall's full plate suits, but it also incorporates some elements of dharven plate and aelphin armor (tending slightly more toward aelphin), with certain elements being unrecognizable (Darias has incorporated some angled and curved armor sections to better deflect blows… since studying with the dharven, he's had some better luck with these ideas). The suit covers Saul completely, but is light enough and is designed for ease of movement so that he can move just as quickly as he could with his old armor.

In addition to the bright steel of the armor itself, the suit is also ornamented with various designs, all done in gold. The most noticeable of these is a design emblazoning the breastplate, a perfect copy of the image displayed on Saul's shield. Also scrolled around the breastplate is a series of symbols and script used as small, decorative edging. Upon close inspection, they are a series of mystical symbols (worked on with Maleos and Saul) which subtly work to channel away harmful magic (or so we hope). Also in the scroll are more symbols of the shield design, as well as symbols of Pelor, the aelphin god Onónion Birvir, and the dharven god Va Zuth.

The helm, also made of bright steel, has an open face, but with cheek bone protection. The golden scroll is continued around the edges of the helm, including the opening for the face. Radiating out from the facial opening are a series of nine spikes, shaped vaguely like flames. The spike at the top is the tallest, and they get slightly smaller as the approach the cheekbones, where the smallest stick straight out at 90 degrees. The flame spikes are gilded as well, so when you look at Saul's face, it appears to be a glorious sunburst.

In the shoulders of the armor are connection to attach a cloak Darias had specially made for the suit. It comes to just slightly above ankle height (so hopefully no tripping, though if this is a problem, the cloak can be easily disconnected), and has a hood large enough to be pulled over Saul's head while wearing the helm. The outside is a sturdy cloth dyed a deep black, while the inside is a shimmering gold. Explaining the dazzling brightness of the armor, Darias simply says that he needed to work with bright steel, and bright steel full plate means subtlety is not an option. And, if you can't be subtle, it's best to be as impressive as possible. However, if stealth or some degree of covertness is required, the cloak is large enough that it can be wrapped around the wearer completely, meaning no shining beacon effect. It also can billow impressively in the wind. "Stand in full view of the sun with a light breeze billowing the cloak and people will think you're a god yourself!"

Other Items

Amulet of Reconcoction

Twin baubles hanging from silver chain

place 1 bauble in water, 1 in potion, leave 1 week; replicates potion; only works on lv 1 potions

Skill Sharing (Wiz 2 Cleric 3) - learned from Maleos Taylan in group study session (How does the whole 'divine source' thing affect this? Can other priests do these now? Just other priests of Pelor? Just Saul and Klem?)

When he had downtime, Saul likes to poke around with the local plant life. He doesn't really write anything down in an organized fashion, but he seems to make careful mental notes about the different types of plants, particularly those he hasn't seen before. He often keeps small samples and experiments with them to determine if they have any healing, herbalism, or alchemical properties.

Saul is definitely very much a planner and long-term thinker. He's not paralyzed by inaction, but he most definitely prefers to have as much knowledge as possible before making a move, and he will delay actions if he thinks he can get away with doing so in order to learn more first.

Saul is taciturn but observant, preferring to stand back from the action to a certain extent and watch what is going on. He rarely gets directly involved in things without prompting from others, but when he does, he shows an intense passion and almost obsessive devotion to them that an acquaintance would not have expected from this reserved fellow. His emotions similarly are almost always muted and controlled - a tight smile here, a wrinkled brow there. Certain things, however, have prompted Saul to erupt in a surprisingly passionate way. This can be very startling to see in contrast with how tightly controlled his reactions and emotions usually are.

Saul often seems introspective and somewhat lost. This may be a side effect of or reaction to his amnesia, as he appears to remember snippets of things very occasionally but has not yet put together anything solid about his past life. However, he obviously sees and overhears a lot more than he lets on. He doesn't really bring it up, though, unless he's directly asked. When directly approached, he usually tries to smooth things over or calm things down.

More recently, Saul has been becoming more forceful and more willing to take charge. This has been happening since he has been coming back into some of his memories.

Backstory

Currently unknown to him. He can remember how to do things but doesn't really remember any of his past before his discovery by the PCs.

As of Sundtar the Weather, he's brewed a restorative beverage that has been helping his memory.